Search found 207 matches

by LCStark
Tue Jun 30, 2026 12:14 pm
Forum: Modding interface requests
Topic: Add show-time-to-next-autosave debug option to the API
Replies: 2
Views: 176

Re: Add show-time-to-next-autosave debug option to the API

Ah, shame. Since `auto_save` specifically mentions only saving on the server, I assumed it might be possible to make it work the same way here - returning time to the next auto-save for the server. Anyway, thanks for a quick response!
by LCStark
Tue Jun 30, 2026 11:59 am
Forum: Modding interface requests
Topic: Add show-time-to-next-autosave debug option to the API
Replies: 2
Views: 176

Add show-time-to-next-autosave debug option to the API

We have this debug setting available:

06-30-2026, 13-44-54.png



Turning it on displays time remaining to next auto-save in top-right corner:

06-30-2026, 13-44-43.png



It would be nice if we could read that value in the API. I've checked and there are two auto-save related members available ...
by LCStark
Tue Apr 15, 2025 4:44 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 247
Views: 179650

Re: Version 2.0.45

Dictator wrote: Tue Apr 15, 2025 4:43 pm This is on 2.0.45?
04-15-2025, 18-44-12.png
04-15-2025, 18-44-12.png (2.7 KiB) Viewed 11896 times
by LCStark
Tue Apr 15, 2025 4:42 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 247
Views: 179650

Re: Version 2.0.45


On stable version around 2.40 or so reducing all evolution factors to "1" didn't disable achievements - evolution was active, just at snail pace.
So turning off evolution disables it, but reducing it to minimum doesn't.
Not sure if its changed on this experimental version.


Alright, checked it ...
by LCStark
Tue Apr 15, 2025 4:38 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 247
Views: 179650

Re: Version 2.0.45


I guess reducing or disabling evolution also should disable some achievements for completeness sake.


It does. At least when I totally disabled it, the achievements were marked as disabled. I haven't checked if it does that for lower values, but I assume it does that for all "easier" settings of ...
by LCStark
Tue Apr 15, 2025 4:25 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 247
Views: 179650

Re: Version 2.0.45

If the new achievement requirements are here to stay, they should be better marked. "No enemies" and "Peaceful mode" have a note in the tooltip: "Enabling this will disable some achievements", but there is no note like that for the new setting checks.

I started a new game with my last game's ...
by LCStark
Fri Feb 21, 2025 9:43 pm
Forum: Ideas and Suggestions
Topic: Please add remote view for blueprint editing
Replies: 8
Views: 3037

Re: Please add remote view for blueprint editing


[*] It would be nice, if you can add some way of mass removing for blueprints (like applying a destruction planner), so you don't have to click on every part that should be removed (or place it somewhere in an robot-empty but visible area, remove the parts, and copy it back).
[*] It would be nice ...
by LCStark
Fri Feb 21, 2025 9:25 pm
Forum: Duplicates
Topic: [2.0.15] Space platform schedule doesn't update highlighted station button
Replies: 4
Views: 1919

Re: [2.0.15] Space platform schedule doesn't update highlighted station button


Thanks for the report. I can't reproduce these issues, do they still occur?


Don't know about the space platform ones, but they still happen for trains. And now it doesn't matter if you open a train by clicking it in the world or in the remote view. This is a tiny save I've made to reproduce it ...
by LCStark
Tue Jan 28, 2025 7:36 pm
Forum: Implemented mod requests
Topic: [2.0.30] No quality get_* function for pumping_speed in entity prototypes
Replies: 2
Views: 954

Re: [2.0.30] No quality get_* function for pumping_speed in entity prototypes

Looks like this has been added in 2.0.33:
Added LuaEntityPrototype::get_pumping_speed. LuaEntityPrototype::pumping_speed is deprecated and should not be used.
by LCStark
Wed Jan 08, 2025 3:58 pm
Forum: Modding interface requests
Topic: Add launch target surface to `on_cargo_pod_finished_ascending`
Replies: 2
Views: 1073

Re: Add launch target surface to `on_cargo_pod_finished_ascending`


Can't you just remove your item from the cargo pod? Though I don't see the define, I assume the pod has an accessible inventory since it sounds like you are checking it.


Hmm, I didn't think of that. If I could remove the satellite from the cargo pod in the `ascending` event after I've used it ...
by LCStark
Wed Jan 08, 2025 1:43 pm
Forum: Modding interface requests
Topic: Add launch target surface to `on_cargo_pod_finished_ascending`
Replies: 2
Views: 1073

Add launch target surface to `on_cargo_pod_finished_ascending`

TLDR: Add the cargo pod launch target to the `on_cargo_pod_finished_ascending`, storing a `LuaSurface` or at least the surface ID for standard launches and `nil` for launching to orbit.

Currently the `on_cargo_pod_finished_ascending` lets us read whether the cargo pod was launched by a rocket silo ...
by LCStark
Tue Dec 24, 2024 12:05 am
Forum: Gameplay Help
Topic: Cannot make Holmium solution with quality Holmium ore
Replies: 10
Views: 11216

Re: [2.0.14] Cannot make Holmium solution with quality Holmium ore

majik1213 wrote: Sun Dec 22, 2024 7:57 pm If you do make a higher quality holmium solution, does it make more of it? What is the advantage of doing this?
The only "advantage" is that you have a sink for quality holmium ore. Other than getting rid of quality ore, it doesn't serve any special purpose or give you anything extra.
by LCStark
Thu Dec 12, 2024 6:37 pm
Forum: Won't fix.
Topic: [2.0.14] Display panel clears unsaved changes when another GUI is opened
Replies: 4
Views: 1870

Re: [2.0.14] Display panel clears unsaved changes when another GUI is opened


I'm going to put this into won't-fix and say that by pressing the technology GUI button you are actively choosing to throw out any pending changes you have in the opened GUI. If you don't want that, simply don't do that.

Maybe another developer disagrees and wants to add a "you open the other GUI ...
by LCStark
Sat Nov 30, 2024 9:47 am
Forum: Implemented Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 29
Views: 12328

Re: Add 2 outputs to Decider Combinator


Exactly. So... Um, I hate to ask, but is there a location where I can simply look up this information? I'm feeling slightly dumb constantly asking at the end of my posts.
No need to feel dumb, the way BBCode works does sometimes feel like it's able to break when you don't expect it. Other than ...
by LCStark
Fri Nov 29, 2024 11:59 pm
Forum: Ideas and Suggestions
Topic: [2.0.21] Display panel "Edit message" does not focus text box automatically
Replies: 2
Views: 1273

Re: [2.0.21] Display panel "Edit message" does not focus text box automatically

Yeah, I agree. I mentioned the focus issue while reporting the discard changes bypass in this topic: 119518. Those two issues may be minor, but they are impacting QoL of the display panel quite significantly.
by LCStark
Thu Nov 28, 2024 9:10 pm
Forum: Implemented Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 29
Views: 12328

Re: Add 2 outputs to Decider Combinator


P.S. Anyone know of a way to add a link to a "word" instead of simply forming a "hyperlink"? (i.e. clicking on a word redirects, instead of simply making a fully typed URL clickable?) I know it can be done in other forums, but I'm new to - or simply unfamiliar with - this one. Thank you.


I ...
by LCStark
Thu Nov 28, 2024 8:22 pm
Forum: Pending
Topic: [2.0.15] Map shows red dots where nothing exists
Replies: 29
Views: 10656

Re: [2.0.15] Map shows red dots where nothing exists


So, you probably don't know how the player radar range works (I don't know why anyone except someone looking at the code would). Every 32 ticks a 2 chunk radius around the player is updated (chunk you're on + 2 in all directions). All changes done to the chunks for the next 32 ticks will not be ...
by LCStark
Thu Nov 28, 2024 3:42 pm
Forum: This Forum
Topic: [Fixed] Can't paste images from clipboard anymore
Replies: 13
Views: 3971

Re: Can't paste images from clipboard anymore

Sanqui wrote: Thu Nov 28, 2024 2:27 pm Yes this has been fixed, apologies for the "downtime" on this feature.
Awesome, thank you! ;)

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